GLA Structures

Note: You can find statistics for each of these structures at CNCSeries.com.

Arms Dealer
The equivalent of the War Factory. It build vehicles, so it's essential to any base.

Barracks
All GLA infantry including the Rebel, Terrorist, Angry Mob, RPG Trooper, and Jarmen Kell are trained in the Barracks. The Capture Building upgrade is developed here.

Black Market
Through Black Market, you get 20 credits every few seconds. It also allows you to gain new upgrades, such as auto-repair, radar scan, and weapon improvements.

Command Center
This is the core of your base. In Command Center, you build Workers, who gather resources and build new structures.

Demo Trap
These hidden bombs can provide excellent perimeter and choke point security. A Demo Trap can be activated in either of two modes: Proximity Detection or Manual Control.

Palace
The Palace, or GLA's "technology building" allows you to upgrade your units. It can also be garrisoned by five infantry units for added protection.

SCUD Storm
This structure is the bringer of death to civilians and enemy commanders alike. This structure is the launching platform for the inaccurate but deadly GLA scud storm super weapon. It's heavy armor allows it to take a major beating before being destroyed so when engaging, bring backup.

Stinger Site
Aircraft should be wary of these deadly areas. Stinger Sites have a tremendous range and the firepower to scare even the most confident of pilots. Even the mighty B-52 bomber can be brought down with just a few of these small structures.

Supply Stash
The GLA stores its resources in one or more Supply Stashes. When created, the Supply Stash is manned by a Worker, who immediately begins gathering supplies.

Tunnel Network
The Tunnel Network can put GLA fighters in the enemy camp very early in the battle. You can build multiple entrances to the Tunnel Network, which can hold up to ten units at a time. Each unit can be directed to a different exit. Manned by two RPG Troopers and a gun turret.

GLA Hole:
A Gla hole isn't buildable directly, but it is ALWAYS present whenever a GLA structure is destroyed (excluding Demo Traps) unless the structure is taken down by a collapsing civvy tower.The role of the hole is simple,rebuild its parent structure for free.If the enemy fail to destroy the hole after its parent building is gone,the hole rebuilds its previos structure at no cost after some time and if the building is destroyed again(after or during the GLA hole reconstrction)the gla hole can keep on rebuilding until it is wiped out.Removing a gla hole isn't hard since Holes always have little armor but it does buy GLA generals more time as the enemy needs to attack the 'basement' of their destroyed target or their hard efforts will be wasted.

A bunker with 5 tank hunters vs. a stinger site. Its a tough call. A stinger site is much more vulnerable (vandal nvm it can block tanks, no one has that much) Colonel burton, snipers, and black lotus can take them out, whereas a bunker is much safer. The only downside to a bunker is that it costs double. But it can have more landmines so if it is destroyed it can be avenged.

Tunnel network vs. gatling cannon
A gatling cannon is much more superior. Gatling cannon has 2 MGs whereas tunnel network has one. Tunnel network is also only bound to the ground, so when i storm enemy bases i always aim for the stinger sites, then bring in troops by helix. However, if the tunnel network isn't alone as by default it should be, it might harbor anything. But if its purely GC to TN, GC wins.

SCUD Storm to nuke missile. Another dilemma! The scud storm and nuke missile both have deadly material, if its solely by shear devistation i'd go nuke. But its a single blast, and is unable to take down a GLA hole, much to my own frustration. And the time is a bit longer, but not by much. Its really a case of choice here.

Palace vs PC
Vandal, I think your being overly judgemental. Your saying a palace makes a good bunker. Lets consider the upgrades. No one puts their palace out in the field, and should one have to defend itsself from an overlord, the palace is the least of your worries. Lets see
Anthrax Gamma
Toxin Shells
Arm the mob
cammo rebels (thats off the top of my head) vs nationalism and horde bonus. The palace does indeed win, but for the fact that most of chinas upgrades are elsewhere, like in the nuke missile or command center. its really an unfair fight. So there you go. China 1 GLA 1 Tie 2

Bunker with 5 tank killers costs 1900$ whereas the 900$ stinger take more space and block approaching tanks while SCUD luanchers behind do the kill(and some mobs and RPG trooopers in case the blockade stinger site is destroyed,they acn fire through the GLA hole).

Tunnel network can pop out bomb trucks,terrorists and other surprises to counter attacks.

SCUD storm can destroy buildings along with GLA hole(unlike nuke missile which is powerful destroy but not the hole)rechargers faster and leaves GLA hole.

I prefer palace because 5 RPG soldiers inside it makes it an anti-overlord fortress.

GLA is the longest living country but
needs too much space for defences even they dont require power China is
the best of all countries.China just uses small bit of space for its defenses and there power plant
gives more power than USA _________________________please play other games too

Got lots of money?Place stinger sites,tunnel network,and demo traps around the perimetre of your base since the base defenses does not need power to cooperate.Remember to backup these base defenses with a garrisoned palace.

Aircraft should be very wary of these
deadly areas.Stinger sites have a tremendous range and the firepower to scare even the most confident of pilots.Even the mighty B-52 bomber can be brought down with just a few of these small structures.